1 hour, 31 minutes ago
Sweetfx for COP AtmosFear
Preset description:
sweetfx version: 1.4+TVLEVELS !
COP mods: AtmosFear 3 + Absolute Nature
User.ltx:
r2_sun_lumscale 1.
r2_sun_lumscale_amb 1
r2_sun_lumscale_hemi 0.6
r2_tonemap on
r2_tonemap_adaptation 1.
r2_tonemap_amount 1.
r2_tonemap_lowlum 0.0001
r2_tonemap_middlegray 1.3
/* Sweetfx config */
/*vim:ft=c:norl:ignorecase*/
#define USE_SMAA_ANTIALIASING 1//{{{
#define SMAA_THRESHOLD 0.10//[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.
#define SMAA_MAX_SEARCH_STEPS 49//[0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16//[0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING 0//[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION 0//[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0//[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.
/*}}}*/
#define USE_FXAA_ANTIALIASING 0 //{{{
#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.
#define fxaa_Subpix 1.000 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.160 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
/*}}}*/
#define USE_CARTOON 1 //{{{
#define CartoonPower 0.45 //[0.1 to 10.0] Amount of effect you want.
/*}}}*/
#define USE_TVLEVELS 1 //{{{
#define DARK_LEVEL 10 //[0 to 255] Darkness strength. Higher values mean darker shadows, 0 means no change. Default is 16.0
#define BRIGHT_LEVEL 70 //[0 to 255] Brightness strength. Higher values mean brighter lights, 0 means no change. Default is 20.0
//}}}
#define USE_ADVANCED_CRT 0 //{{{
#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want
#define CRTResolution 1.2 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2
#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on
#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)
#define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)
/*}}}*/
#define USE_BLOOM 0 //{{{
#define BloomThreshold 12.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 2.1 //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.2 //[0.0000 to 1.0000] Width of the bloom
/*}}}*/
/*#define USE_HDR 0 //{{{*/
#define HDRPower 1.4 //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2 0.90 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
/*}}}*/
#define USE_LUMASHARPEN 1 //{{{
#define sharp_strength 0.6 //[0.10 to 3.00]
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
// -- Debug sharpening settings --
#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
/*}}}*/
#define USE_TECHNICOLOR 0 //{{{
#define TechniAmount 0.4 //[2.00 to 1.00]
#define TechniPower 3.0 //[0.00 to 8.00]
#define redNegativeAmount 0.94 //[0.00 to 1.00]
#define greenNegativeAmount 0.94 //[0.00 to 1.00]
#define blueNegativeAmount 0.97 //[0.00 to 1.00]
/*}}}*/
#define USE_DPX 1 //{{{
#define Red 15 // [1.0 to 15.0]
#define Green 15 // [1.0 to 15.0]
#define Blue 15 // [1.0 to 15.0]
#define ColorGamma 2.5 // [0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 1.7 // [0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
#define RedC 0.39 // [0.60 to 0.20]
#define GreenC 0.39 // [0.60 to 0.20]
#define BlueC 0.39 // [0.60 to 0.20]
#define Blend 0.38 // [0.00 to 1.00] How strong the effect should be.
/*}}}*/
#define USE_MONOCHROME 0 //{{{
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
/*}}}*/
/*#define USE_LIFTGAMMAGAIN 1 //{{{*/
#define RGB_Lift float3(1.244, 1.248, 1.252) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma float3(0.854, 0.864, 0.855) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain float3(0.780, 0.787, 0.789) // [0.000 to 2.000] Adjust highlights for Red, Green and Bluh
/*}}}*/
#define USE_TONEMAP 0 //{{{
#define Gamma 1.00 //[0.000 to 2.000] Adjust midtones
#define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure
#define Saturation 0.0 //[-1.000 to 1.000] Adjust saturation
#define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors
#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove
#define FogColor float3(0.00, 2.55, 0.00) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue
/*}}}*/
#define USE_VIBRANCE 0 //{{{
#define Vibrance 0.05 //[-1.00 to 1.00]
/*}}}*/
#define USE_CURVES 0 //{{{
#define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want
#define Curves_formula 3 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.
//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep
//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.
//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.
//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.
/*}}}*/
#define USE_SEPIA 0 //{{{
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image
/*}}}*/
#define USE_VIGNETTE 0 //{{{
#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
/*}}}*/
#define USE_DITHER 1 //{{{
#define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.
/*}}}*/
#define USE_BORDER 0 //{{{
//No settings yet, beyond switching it on or off in the top section.
/*}}}*/
#define USE_SPLITSCREEN 0 //{{{
#define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
/*}}}*/
What weapon models are you using?